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Wrench

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Everything posted by Wrench

  1. Version

    473 downloads

    Sea Harrier Mk.51, Indian Naval Air Service = For SF2 series Games, Full 5 Merged and/or SF2NA ONLY!! = -An addition for the Indo-Pak Mod- *As stated above you MUST have a Full-5 Merged install with SF2:NA, at the latest (6/2012) patch level to take advantage of the 'carrier operations' in brings. Also, you'll need any/all version of the game with access to the "bits and bobs" from the stock F-15A Eagle's avionics, as this is referenced for the LUSH variant. If you do not meet this minimum requirement, do =NOT= download this, as you'll be unable to use it.* This package contians 2 complete aircraft; Sea Harrier Mk.51 (with 4 skins) Sea Harrier Mk.51 LUSH (upgraded, with Derby & New avionics) These aircraft have been upgraded to the latest patch standard (as of June 2012) and are designed to work in a Stand-Alone India-Pakistan mods folder. They have NOT been tested in an "all-is-everything-game install". It is highly suggested it be used as created. If used otherwise, you're on your own; as no support is or will be available for those not following instructions. They are fully carrier rated. All weapons are included (almost), including new 'loviz' gray fuel tanks for the LUSH and 'standard' Mk.51 with lo-viz skin. Rocket pods, Magic missiles and dumb bombs use stock 3rd Wire versions. All skins are in jpg format - End Users ™ NOT up to speed with the latest patch levels take note. Decal randomization is TRUE on all skins. Also included is a modified Nations.ini, and a new 'RanksINAS.LST', adding the correct rank structure for the Indian Naval Air Service. This goes into your /Flight folder. As always, fairly easy to follow, yet detailed install instructions are included. Please READ them! Also, the "Notes" section for more details, and of course the credits -without the hard work of several people, this mod wouldn't be possible. For historical purposes, all the TMF Original Release Readmes are included. Good Hunting! wrench kevin stein
  2. download the Horten Ho-229 or the "What If" F-79 Manta flying wings. STUDY the data ini, and all should become clear
  3. you can't add pylons to the MAIN model without the MAX files. This has been asked and answered several thousand times over the years. IF you add pylons via the fake pilot method (and it works just fine, thank you very much) In SF2, they are permanently attacked to the aircraft. Quite easily done
  4. for those not reading the WW2 forums, there's a new northern Europe terrain in the works. So, I'm just checking to make sure I've divided the 'world' into the appropriate country regions. (I also understand WHY no one has really attempted the Norwegian coast line -- it's gonna be a frakking nightmare!!!) it covers approx. 1/3 the region the EAWEuro WW2 rebuild did, so I know I"ll be adding the airbases from Amsterdam north. France and the UK south of Kingston-upon-Tyne will not exist. It's the Danish bases I'm not to sure of (especially Luftwaffe ones) Safe to assume 'modern' airports were/are built from the old ones? Sweden poses a unique problem, as I KNOW JRL wants it for more modern times, but for ww2 usage, it's neutral (of course, that don't mean I won't add things!!)
  5. already handled, but thanks for the advice. as for the map, you may have heard of this strange thing called "building the targets ini"
  6. A cure for a boring day at the office

    Ed; Gotta be a Dennis story. Nobody else is/was that nuts!
  7. why not just edit the targets ini, and make the NEUTRAL? That will preclude any and all incidents against "The Wall". They were left out of my original build for a reason...
  8. they may need some ini editing to bring them to SF2 standard (well, 08 standard, too). Mostly, that'll be in the main ini, adding iirc, one line example: [GroundObjectData] ObjectFullName=3.7 In.AA ObjectDataFile=37InchAA_DATA.INI if it looks like that, it's good to go
  9. Oh No! They've gone and caught Clem!

    Another one just washed up in Oceanside (north of San Diego) http://gma.yahoo.com/second-sea-serpent-washes-california-001622390--abc-news-topstories.html I fear we're in for a Megladon infestation (or another sharknado)
  10. NP, brudda!! =========================== been messing with it on and off most of the day. This is the best I can do. Just can't get those frakking checks right!! They're painted on, as is the "NY" (and that's yet another brain buster! stupid me couldn't get the 'reverse, upside down backwards ' letters right, then it just "popped" into place) have to figure out a way to use a decal for the checks....
  11. we fixed that a llllllllllllllllllllllllloooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooong time ago. just remove the runway statements. I think I even posted a modified targets ini back in 06 or 07 about that. Don't even remember, now. Age and all. Geary, now you go me thinking. Maybe it don't!!!!
  12. for the 3rd Wire F-16A, made from the Netz??? that's what he's asking about there's one for the C model in the Blk 25/30 Viper pak well, if he really wants, the templates (for the 3W Netz) have been in the d/l section for at least 2 years... might be a good time to start learing how to skin, perhaps?? I found one I'd started for the A-16, but never finished. Couldn't get the damn tilted "NY" tags right on the right side, and the triple cursed checks on the fin....eeeeeeeerrrrrrrrrrr. gave up on it
  13. yeah, use it only in SF2 did you change all the shader statements in the _data ini, BACK to 1stGen style?? go the SF2 KB, look for the thread on "How To Make Terrains Work in SF2" (or something like that), and follow the instructions BACKWARDS (seriously!)
  14. yah, it WOULD have been nice to have a read me ... that IS a requirement
  15. probably easily made; just a matter to fin flash decals and tail codes. Any other markings, again, easily done with decals
  16. it's DEFINATELY not SF2/NA ready. missing all the proper MissionData and GroundObjectData usage statemens, names list (required even for 1 ship classes), radar statements, parking slots, collision lod,. I haven't looked at the weapons fit, but if KJakker says it's off...well... The built-in parked airplanes have to go...so the game can generate the proper nation-specific parked birds other than that, it's nice looking, and nice to have a proper ship.
  17. Geary, who's say I'm sane??? you need to change the Location= for anything in Thailand to MATCH the nations ini statments any target area can be set to neutral, they just show as Red on the planning map, but nothing operates from or near or whatever those areas (see: WW2 Phillipines 1944 terrain for SF2). TK has not provided for anything other than 2 side, Blue and Red (unlike XvT which has six different affiliations, and each can be set individually) For Korea, I'd recommend the KAW terrain; with minor editing it DOES work in SF1, using GermanyCE for cat, as it's using GCE tiles. You just won't have all the SF2NA features, like operational carries. That original terrain is utter crap. The only thing close to being Korea, is the shape of the landmass.
  18. Geary, did you CHECK the nations locations like I suggested? you'll find Korat is Lactation=2, which is enemy, same as NV open the nations ini, and see if Thaistick is Location 3. If not, edit it
  19. the weird thing is, it seems to be ONLY on the planning map screen. The in-flight map, in game, looks to correct. Obviously, one doesn't see the Front Line divider. I wonder if used the Scale = 120 might have done that?? this is very odd. it also may be something that can lived with, if it's only on the planning map screen. The map is square, and so are the planningmaps Damn Round Earthers are messing up our game!! (at least the high lats!! ) I'm going to join the Flat Earth Society!!! I'd be willing to experiment with whatever you can come up, Gerwin. ( I still have 2 other terrains in the works, to - Kamchatka rebuild (waiting for Russo to finish the Laser, and Formosa/South China/Philipines for ww2) I'll just create a new TE for this to experiment with (that's easy enough, I do it all the time!!). AND ... rewrite the texture list so the damn roads are NOT at the top!! below is what I used when importing from the w020n090 dem
  20. rats! now I have to redo the 2 Vichy skins!!! thanks Veltro, we needed a newer model! this one is much nicer than the old one!
  21. well, I was totally wrong... been looking at this in game, with the TFD tool generated planning maps (yah!!), and you're 100% correct Gerwin. When in game, the planning maps show things shifted east at least 100km, if not more As can be seen by the red dot locations of the LW airbases, and the placement of the enemy A/C icons. Does the same in the UK, to say nothing of the Front Line, which should run down the middle of the North Sea. This is definatly caused by the east/west distortions on the height map, from the DEM. The base height field or whatever, MUST be perfectly orientated N/S, and E/W, otherwise these displacements happen. Now, I don't know what to do... 5 days work shot (and not just 3 or 4 hour days -- we're talking 10-16 hours a day I do this.). Somehow or another, I need to 'square up' the height map - in ways I don't know how to!!- retile and retarget Everything (fortunately, only 34 target areas at the moment). and damnitall ... I'd gotten Loch Ness and the valley heading south just about the way I wanted it! To say nothing of the fjords! and the 2nd damdest thing is, the charts I'm using (yes, REAL nav charts!) have the Mercator distortion built in, (see attached HUGE chart jpg - these are the types of maps I use when building terrains, just so's you know ! <grin>)
  22. you mean the Bureau Numbers (lets get it right!! ) there's 38 A-4C BuNums in my VSF-1 skin pak, if you wan to save some time (it's around here somewhere in the D/L section). You're welcome to 'em! EDIT: double check the x/y coordinates .. they're different from 1st Gen to SF2 (things are further forward, iirc; or was it aft?? disremember!) take the position of the wing star, move it aft .50 meters, and in 1.5. That might get you close
  23. you need the LOD to see the actual node names (which are unavailable if one didn't archive the pre-locked cats -which is how I found it) hmm.... what about using the flap name, but put the decal facing TOP??? Flap_Left Flap_Right give that a shot??
  24. try Flap_inside_L Flap_Inside_R see if that works
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